Air Juggernaut Posted March 23, 2002 Share Posted March 23, 2002 1) I found the air units useless in most of cases, the only good role for them is fast recon, the air battles are very far away that the one that we can see in the intro. I think that can be enhaced by: - adding proton torpedoes to units like X-wing for structure attacks. - the hover animation replaced by one with the ship on ground when not in combat or movement. - replacing the green ball of bombers with 4 or more, blue little spacebombs - transports on ground when loading units 2) The rebel hover tank should be in a different category than the tank 3) The sound: it is not very dramatic, sometimes light. The artillery cannons should make a more powerfull sound, like the ion cannon in ESB or the ion cannon of Jedi Knight, same with explosions, I love the craft explosion sound in the XvsT and older games is very cool. 4) Animation graphics: wookies walk like monkeys, AT-ST walk like a confused chicken and shot like if they are fitted with a turbolaser without recoil system, fire animations should be more transparent, and the lightsaber, I think that a very bright one without the white tracer could be more realistic. 5) Heroes: where are the Phase 3 Dark trooper and other characters form Dark Forces? 6) Civilizations: I think that 6 aren't enough. Calamari, Sullustan, Trandoshan, Twileks, Jawas, Tusken, Ewoks... 7) Locations: where are Coruscant? 8) Imperials could have a World Devastator for quick resources mining that attack with drone fighters like the protoss carrier, of course not strong against air units or artillery and very expensive to create. 9) I found that artillery shells that hit the ground don't make sounds! (well I think that this is a problem of AOK too) With or without this points the game is very fun to play, I think that the LEC team do a great work making textures and making the turrets towers rotate in order to 'see' the enemy. After XWA this is the first Star Wars game fun to play. I like the Campaigns too. Link to comment Share on other sites More sharing options...
RollingFelony Posted March 27, 2002 Share Posted March 27, 2002 I agree that air units dont work very well around your enimies base...but air units are great if you get to tech 3 quick, build 3 fighters, go in and take out thier workers and remove someone from the game quickly!!! If they go into hiding, wait for them and you stop production..or wait until they think your gone and come back. Most players dont train anti air troopers. If they do and only have a few there 3 fighters will take em out if you micro manage. If you have to bail your opponent will switch to defensive, and not worry about economy. I have won 1v2 games doing this easily. In the mean time build a heavy weapons, and an Air transport. Build 3 to 5 pummels and put them in the Air...go straight for the CC! If they are not in 3 yet they are done! You need to have like 4 to 7 workers on nova and enough carbon for the air drop off, but you should have plenty of food and nova for a few 3 fighter air raids! Drop offs rule!!! They are usually unexpected and painful. Its painful to see 5 pummels droped right in your base next to the CC. In the mean time start to get the next drop ready and find the most important target. The air transport has plenty of Hit points for a fort and even a fort supported by some turrets....even if their is a lot send in an empty air trans to take the air turret shots, because if they shoot you down you loose all five pummels...expensive! a good drop off of 5 will take out a Fortress if they dont have a lot of jedi or Mounties by the fort... even if they have shields you can take out the power core and then the fort...hopefully they dont have multi power core support for their shields...that is so panzy! Sometimes there is not much nova so this is a dangerous tactic if you cant locate much nova on the map to retrieve. I dont want to sound like I know it all but this has worked well for me, you can even use air transports to drop cannons off secretly with ground support and take out the opponent or to drop off an invisible group of jedi masters in the corner of the base..with the tech of course where only one has to rest after conversion and convert remote workers. To defend a suspected drop off build as many mounties as you can afford and camp them out right by your valuable building...CC in tech 2...but for the air raids I would recommend just getting to tec 3 fast! ITs hard to have a competent army to stop both an air drop and air raid. Link to comment Share on other sites More sharing options...
Natopo Posted March 28, 2002 Share Posted March 28, 2002 My gosh! That's the biggest paragraph I've ever seen on these forums! And those strats work. In fact, they work pretty well. Link to comment Share on other sites More sharing options...
RollingFelony Posted March 28, 2002 Share Posted March 28, 2002 LOL! I know but some of us don't have anything to do at work and we sometimes wander into Galactic Discussion Shhh about the drop offs though, I think it is one of the best kept secrets in Multi Player...maybe i should not have put it up. I have never gotten dropped on, but I have gotten to tech 3 in 17 minutes and won in 22 with this strategy. Link to comment Share on other sites More sharing options...
Natopo Posted March 28, 2002 Share Posted March 28, 2002 Most people round here call it a pummel drop. Not to many people know about it though. Link to comment Share on other sites More sharing options...
General Nilaar Posted March 28, 2002 Share Posted March 28, 2002 Air attacks useless?! I've seen recorded games with some of the REALLY good players, and they make pretty good use of them. Wait till a Rebel or Naboo player comes along with 40 fighters/bombers fully upgraded with shields. There's not a lot that can stop them;) Even for those of us not so extreme, there's plenty of uses for them. A quick raid in early tech 3 before he's got all his resources covered, as a defense at your base, use them with the patrol command to give an early warning, ect. If air was any more powerful there wouldn't be a point to using any of the land based civs. And we still have the air cruiser unit coming out in the expansion! Join Imperial Vengeance! http://www.geocities.com/ImperialVengeance Link to comment Share on other sites More sharing options...
Crazy_dog no.3 Posted March 28, 2002 Share Posted March 28, 2002 Yeah, I agree about Ewoks bieng a good civ. In fact here are some units- Unique unit: Hunter and Elite Hunter Mounted Trooper: Bursa Trooper, Heavy Bursa Trooper, Adv. Bursa Trooper. Worker: Ewok Villager Medic: Shaman Scout: Scout Bomber: Ewok glider, etc. Link to comment Share on other sites More sharing options...
General Nilaar Posted March 28, 2002 Share Posted March 28, 2002 In the entire history of the Galactic Republic/Empire the Ewoks have particapated in ONE battle. They can't even get off Endor by themselves, and no one has any reason to go give them a ride (lol, I wouldn't want them on my ship either if they couldn't be house broken!). At least the Gungans have advanced technology and can hitch a ride with the Naboo;) I'd like to see the Chiss, Calamari, and Trandoshans though. Maybe even the Yuzzan Vong depending on how LucasArts handled them. Join Imperial Vengeance! http://www.geocities.com/ImperialVengeance Link to comment Share on other sites More sharing options...
Rogue15 Posted March 28, 2002 Share Posted March 28, 2002 ya i'd love to see the Trandoshans.... Link to comment Share on other sites More sharing options...
_HaZeKniGhT Posted March 28, 2002 Share Posted March 28, 2002 Arn't the Trandoshans a speices? Link to comment Share on other sites More sharing options...
KhaleeLah Posted March 28, 2002 Share Posted March 28, 2002 Nobody does the pummel drop? *flame deleted* The reason it's not done in inter. or expert games is everybody expects it and counters it easily with a few mounted troopers or a jedi. The best rushes (imo) are the quick (15-17 min) Tech 3 fighter rush, a trooper rush, or a tower rush. Me, I like to pull all three at the same time (somewhere around 19 min) There's nothing to make a player resign quicker than to have towers going up on his resources at the same time your fighters and troopers are taking out the workers that are already there. (My typical rush--5 troopers, 5 fighters, 2 workers building towers) MOST inter. games and above never make it to Tech 4. It's all about taking the offensive early. Link to comment Share on other sites More sharing options...
Chessack Posted March 28, 2002 Share Posted March 28, 2002 Originally posted by General Nilaar Air attacks useless?! I've seen recorded games with some of the REALLY good players, and they make pretty good use of them. Wait till a Rebel or Naboo player comes along with 40 fighters/bombers fully upgraded with shields. There's not a lot that can stop them;) Ayup. My typical Rebel or Naboo "attack force" during the "end game": * 40 fully upgraded/shielded/armored bombers in one massive squadron. *40 fully upgraded/armored/shielded fighters in a second massive squadron for air defense, to protect the bombers. * Either 12 or so Air Speeders (as rebels) or another 12 fighters as a second "ground assault" squadron. Unless you have really incredible air defenses, something like that will be hard to stop. The computer attacked my (when I was the trade fed and quite well defended, or so I thought) with a force much smaller than that, and I ended up resigning. Link to comment Share on other sites More sharing options...
KhaleeLah Posted March 28, 2002 Share Posted March 28, 2002 Originally posted by Chessack The computer attacked my (when I was the trade fed and quite well defended, or so I thought) with a force much smaller than that, and I ended up resigning. The computer? Have you played online? Air attacks are EASILY countered. Upgrade anti-air turrets and build them in groups of two... Link to comment Share on other sites More sharing options...
Lord JayVizIon Posted April 9, 2002 Share Posted April 9, 2002 Originally posted by KhaleeLah Me, I like to pull all three at the same time (somewhere around 19 min) There's nothing to make a player resign quicker than to have towers going up on his resources As long as you're not leading to a "tower rush" that technique could be okay... Link to comment Share on other sites More sharing options...
Kal Of Corellia Posted April 20, 2002 Share Posted April 20, 2002 I usually go for something more like a full wing (72) of Fighters and/or bombers but that eats up alot resorces and you have to have a few air bases to pump out that number of ships. I hate to admit that I haven't heard of the Air Crusier. Is The Naboo's the one in the concept art that looks like a cross between a cloud car a turbo laser and a N1? Link to comment Share on other sites More sharing options...
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